Survival horror fans need a Routine!

Wow. The visual design for this game is nothing short of stunning.

Without getting into a whole dissection analysis, I’ll say I think the moods and themes that they’ve been able to coax out of their graphics are absolutely unreal. Even if they only managed to decide on (or stumble upon!) this particular look after countless experiments and revisions, I feel like they must’ve had (or developed) such a strong artistic vision for it. Every single one of its elements seems so well-aligned to achieve the desired overall effect.

That kind of synchronization lends an experience unbelievable purity. I don’t think there’s any particular part of the footage that really pops out as being strikingly impressive or unique, but the whole thing together immediately draws you in, and very deeply. It’s immersive, to say the least. Their judicious, surgical use of audio really seals the deal; it all sounds almost predictable, but I’d argue that this is because it all feels exactly right.

This degree of potency in a finely-tuned, uniform aesthetic makes it more than just evocative. I would say that there’s a very high-level process of abstract communication occuring. I’m aware of how vague and pretentious that sounds, but hear me out on this and I’ll make this into something concrete: Just by quickly skipping through that one video, and watching only a handful of snippets from it, each no more than a few seconds long, I feel like they were able to convey virtually the entire setting to me, and how “I” (the player character) fit into it. And, they explained it in a way that actually makes me want to know more. They’ve told me about their entire world and I still want to investigate further. I don’t think “compelling” even begins to describe what’s going on here. Keep in mind that this was all accomplished with nearly zero use of language. I watched less than half a minute of video footage and I’m already fascinated. It doesn’t hurt that the carefully-constructed environment that they’ve chosen to portray appears to be an interesting one.

Without my knowing anything about the game outside of this thread’s title and the fragments I watched of that video, the game told me: “You are alone in an intriguingly, achingly mysterious, but remarkably disquieting, old future; an old, sci-fi/space future; you’re an ordinary person all alone in a large, empty, foreboding space station/spaceship/sci-fi building, filled only with metaphorical ghosts (the pointed, strange, and unnerving lack of other people), and uncontrolled, unsympathetic, ominous, threatening technology… and you are not safe there.” I read everything about the game afterwards, and (even for me) it’s hard to believe how close my immediate initial impression comes to the actual description of the game. I’m not trying to brag or anything! I just think it’s pretty incredible what they’ve already achieved with this game in its alpha form.

… Uhm, so, that said, there’s a reason I had to skip through the video: I think this will probably be too scary for me to play. Oh well! :lol:

random note : Amnesia was boring as hell

Dead Space** 1** is one of the few really great survival horror games from this gen. None of its sequels match it. Tense combat, awesome game mechanics, interesting puzzles, fucked up enemy designs, extremely atmospheric, amazingly eerie sound designs, classic space setting, great graphics and aesthetics to make it all come together.

Doom 3 made games like Dead Space and BioShock possible, imo.

I need a real interaction with the enemies like Shinji Mikami said in one of his developer interview videos, because if there isn’t any, I don’t feel any fear. Make me underpowered in a survivor horror game, make encounters difficult, make ammo scarce, do any of these things but make me a defenseless bitch like you are in Amnesia. It’s a lot more tense when there’s a give and take between you and the enemies in a survival horror game, imo. At no point did I feel any fear in Amnesia, because there was no real interaction with the enemies, and to me, the game felt like a point and click adventure game/stealth game moreso than a horror game. I was disappointed after playing it after hearing it universally praised on the internet.

http://distilleryimage11.s3.amazonaws.com/c7f0e502fb8e11e2b19622000a1f9d89_102.mp4

check that DECAP , d00d ! =D

Nice post, totally agree with all of it. It’s interesting you haven’t read the interviews but you still came to the conclusion that Routine had a singular artistic vision from the start because the lead designer Aaron Foster said he was inspired to make this game because he’s obsessed with the moon and 70’s/80’s sci fi horror and wanted everything in the game to reflect that initial vision he had for it.

Don’t be a pussy watch the 2 videos they aren’t that scary, and while you’re at it check out the interviews in OP, you’ll find a lot of your predictions confirmed :tup:

The no combat feature is why I loved Amnesia, the survival horror genre aims to make the player feel defenseless and disempowered, and it’s easy to do that when you can’t fight back. Sorry to hear you didn’t like it, but it’s fitting you felt like Amnesia was a point and click adventure game because it is, as I said survival horror is a sub genre of it. It doesn’t sound like you’re not a fan of pure survival horror, in which case The Evil Within (which im excited for too) will probably be more your style since Mikami confirmed it to be a mix of action and horror. if you think there aren’t any great survival horror games out your Google fu needs leveling up =P.
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I need a real interaction with the enemies like Shinji Mikami said in one of his developer interview videos, because if there isn’t any, I don’t feel any fear. Make me underpowered in a survivor horror game, make encounters difficult, make ammo scarce, do any of these things but make me a defenseless bitch like you are in Amnesia. It’s a lot more tense when there’s a give and take between you and the enemies in a survival horror game, imo. At no point did I feel any fear in Amnesia, because there was no real interaction with the enemies, and to me, the game felt like a point and click adventure game/stealth game moreso than a horror game. I was disappointed after playing it after hearing it universally praised on the internet.
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Dead Space text

[details=Spoiler]
Without getting too far off topic because I did an in depth breakdown of it in the DS thread, as someone that loves the DS 1 and 2 more than most games and beat both at least 3 times each I’ve never understood why a few people think DS1 does anything better than 2. The story of 2 is far superior, things actually happen in a convincing fashion rather than being the mashup of horror cliches that 1 was, Isaac is a lot less of an errand boy in 2 than he is in 1 he actually behaves like a human instead of being robotic. The level design and pacing is a lot more dynamic in 2 there’s a shit ton more variety in enemy types and environments to catch the player off guard so the “levels” flow seamlessly together making the player feel they’re on a real space station that’s been fucked up rather than backtracking one dimensional corridors of 1 which became repetitive after awhile because there was not much to be scared of once you got the pattern down. The contrived tram ride at the end of every “level” in 1 really took me out of the immersion because it made the game feel like a game which is contradictory to what the rest of the game tried to do. Also the backtracking inMost importantly 1 kind of relied on jump scares a little too much compared to 2, as GDLK as the lighting and sound design was, it didn’t have nearly the depth and subtlety that 2 had, which employed a lot more clever ways to creep the player out. Basically 2 trumps 1 in every way because in 1 there are times where it’s painfully obvious Visceral Games wasn’t given the budget they needed to do all the things they wanted to do so they had to cut some corners and in a game like DS where immersion is key those short cuts are all the more glaring.[/details]

Without Doom3 there would be no DS or Bioshock…hmmm well that’s an interesting thought, but I don’t think so because Bioshock is the spiritual successor of System Shock and DS was inspired mainly by sci fi horror films more than games. The same is true of Routine it’s inspired mostly by films like Moon and 2001: A Space Odyssey than any specific game.

I don’t know if I personally consider the give and take angle you mention scarier than being completely helpless and forced to run and hide, but it is an interesting idea I never thought of it that way before. The horror genre like comedy is so subjective, what one finds terrifying another might find boring, for me personally if you give me a gun or some way to fight back I’m automatically less scared, because I have that peace of mind that no matter what happens I have a weapon to defend myself with.

After watching the game play of the CAT in action and reading the new interview about how it works what are your thoughts? You have the gun play you were asking for although ammo is extremely limited and risky.

Without DOOM 1/2 and the Marathon games there would be no System Shock if you want keep going back. Shit, Blood the FPS game as well. These games were pretty big on atmosphere even for their time. I just think Doom 3’s atmosphere and story told mostly through audio logs is something Doom 3 modernized, and Dead Space/BioShock were inspired by some things Doom 3 did, namely its atmosphere, sound design+audio logs. Doom 3 is still extremely atmospheric with amazing sound design, and personally, I think it’s aged extremely well too.

Fighting for your life is infinitely more tense to me than running for it, especially if enemies are aggressive and you’re low on ammo/forced to melee/aren’t that powerful of a character. Amnesia isn’t scary because once you’re seen or an enemy gets a hold of you, that’s it. It reminds me of those special scenarios in MGS where if you alert an enemy, you instantly game over. That’s how lame Amnesia felt to me, that if I was caught, it was game over with no in-between. That sucks, imo, I can’t feel scared if I’m not actually fighting for my life. There needs to be an actual gameplay interaction between your character and the enemies you fight against. Since there isn’t any in the Amnesia games, when I got caught it was the equivalent of getting caught in MGS in those special alert situations or some other stealth game. It was a feeling of “oh, I fucked up, time to maybe start over.” Instead of “OH FUCK, this enemy has seen me, now do I use this last bit of ammo I have, do I melee instead, try to run to the next area, do I have any healing items if I decide to try to take this guy on, etc. etc.” <-- That is infinitely more interesting and tense than “BOO! FOUND YOU! YOU LOSE!”

You’ll always see people complain about “tank controls” in horror games, but a lot of the times the games are like this, is because it **can **add to your character feeling weak against the odds, which can add to the tension.

I’d say Dead Space owes more to RE4 rather then Doom 3 IMHO.

Prior to Doom there was Iron Helix

Like virtually every 3rd person shooter except SOCOM?

By that argument every horror/shooter game is inspired by Doom.

idk if any of you guys have seen the evil within but that game looks pretty good its like RE4.5 or some shit an its being made by Mikami

Taken from the interview linked in OP:

RPS: How vulnerable is the player?

Foster: There’s a lot of testing going on with that. We don’t want the player to ever be confused about why they died. We have permadeath, so we don’t want any kind of confused reaction to that. When the player dies they should know exactly why they died. We’re playing with a wound system right now, which will have a strong visual representation. It’ll let you know that you are not in a good way, and that the next time you get into a situation you aren’t going to be able to escape. That sort of thing. With regards to the shooting, there are only ever two batteries in your tool at any one time, so when you shoot both of them they tool won’t work anymore. The flashlight won’t work, connection to projectors won’t work, you need to find more.

If you actually read the thread you’re talking about you’d see I’ve already posted in it.

@fizzywoemac
@hawkingbird
@sonicabid
@deadfrog

Foater explains combat: http://www.eurogamer.net/articles/2012-08-16-upcoming-survival-horror-game-routine-looks-anything-but

Just make me a Silent Hill game like Silent Hill 1+2.
I don’t need super realistic and vulnerable combat shit.
Even if I go through these 2 games guns blazing, raping every cunt demon in my way, the games still freak me the fuck out, because they have 3 elements that are missing from Resident Evil:

  1. An amazing music score that crawls under your skin.
  2. The story doesn’t explain you jack shit other than shit being supernaturally fucked up, in contrast to RE where they have a scientific explanation for all types of shit.
  3. You care about the characters. Why? They feel real with fears and hopes and shit in contrast to RE where everyone is some cardboard cutout b-movie moron.

The reason I find Resident Evil so addicting is because they actually explain the shit going on, so atleast you know what the fuck you’re fighting. You know why Zombies mutate into crimson heads then into lickers. Every single virus or mutation is documented in some way in RE and thats what makes the series so fucking interesting. And the music from 2 on up is pretty good itself. The characters are…So-so… Silent Hill is way too supernatural for me, but I will admit that it is probably more scary then RE

Silent Hill is pretty straight forward. Not every damn thing that happens in it is open to interpretation like many of it’s fans believe. I personally preferred RE over Silent Hill as the combat was fun and had more responsive controls. The cheesiness of the series is charming.

As for Routine’s combat, I’m not feeling randomized effects with the floppies. That seems like an awful way to discourage combat. Whatever happened to limited resources?

Its been a while and there hasnt really been anything said about routine from the developers. Has anyone heard anything about it?? I checked the games twitter and it sounds like its still being made, cant really say for sure though. The first gameplay footage makes it look like its gonna be incredibly well polished (especially for an indie game). Between this and the evil within its looking like 2014 may be the best year for survival horror in a while. Honestly the only two games i am looking forward to in the new year (that being said im fucking psyched).

Spoiler

Evil within gameplay for anyone who hasnt seen it yet https://www.youtube.com/watch?v=MMKhoHl9BnE

Just because there hasn’t been any info for a few months you think it might not be in development anymore?

http://www.entmoney.com/wp-content/uploads/2011/04/EdLover-CMonSon-Ep16.jpg

I know, I’m sorry…I’ve just had a raging boner for this game for the past few months. If im not spoon fed every tidbit of into about a game during development I get anxious (its a problem). Real talk though, of the upcoming survival horror games routine looks the best. Only other 2 off the top of my head that have me hype are evil within and the forest. Anyone got any sh recommendations while i wait? Anybody play outlast?

Uh…you DO know that if the erection doesn’t go away in 4 hours, you’re supposed to go to the hospital, right?